#include <PhysicsFixedConstraint.h>
Protected Member Functions | |
PhysicsFixedConstraint (PhysicsRigidBody *a, PhysicsRigidBody *b) | |
~PhysicsFixedConstraint () | |
void | setAngularLowerLimit (const Vector3 &limit) |
void | setAngularUpperLimit (const Vector3 &limit) |
void | setLinearLowerLimit (const Vector3 &limit) |
void | setLinearUpperLimit (const Vector3 &limit) |
Defines a constraint where two rigid bodies (or one rigid body and the world) are bound together.
This is similar in concept to parenting one node to another, but can be used in specific situations for a more appropriate effect Ex. for implementing sticky projectiles, etc.
gameplay::PhysicsFixedConstraint::PhysicsFixedConstraint | ( | PhysicsRigidBody * | a, |
PhysicsRigidBody * | b | ||
) | [protected] |
gameplay::PhysicsFixedConstraint::~PhysicsFixedConstraint | ( | ) | [protected] |
Destructor.
void gameplay::PhysicsFixedConstraint::setAngularLowerLimit | ( | const Vector3 & | limit | ) | [inline, protected] |
Protected to prevent usage.
Reimplemented from gameplay::PhysicsGenericConstraint.
void gameplay::PhysicsFixedConstraint::setAngularUpperLimit | ( | const Vector3 & | limit | ) | [inline, protected] |
Protected to prevent usage.
Reimplemented from gameplay::PhysicsGenericConstraint.
void gameplay::PhysicsFixedConstraint::setLinearLowerLimit | ( | const Vector3 & | limit | ) | [inline, protected] |
Protected to prevent usage.
Reimplemented from gameplay::PhysicsGenericConstraint.
void gameplay::PhysicsFixedConstraint::setLinearUpperLimit | ( | const Vector3 & | limit | ) | [inline, protected] |
Protected to prevent usage.
Reimplemented from gameplay::PhysicsGenericConstraint.